Game Development Community

has any thought of locking the ingame editors while

by Ace · in Torque Game Engine · 04/03/2002 (11:23 pm) · 16 replies

the server is running? heh i just saw my 8 yr old playing on a rw server and the admin was doing weird stuff, making the crosbow as big as a house , ramps reaching in outer space, i just think i will be a kill factor for some one who wants to play without goofing around.

#1
04/03/2002 (11:26 pm)
A bunch of ways you could do it.

Make it only accessable from a password protected function (call it, then it asks for password verification).

Easiest would be just to remove the bind, and when you're ready for release just remove the link if that's what you want to do.

Or... just disable editing when you're playing online. I know there's a check for if you're multiplayer or single player, so that'd probably be the best route.

Hehe, whenever someone edits the server's files it always crashes for me.
#2
04/03/2002 (11:56 pm)
thanks for the tips ,i will look into it, :)
#3
04/03/2002 (11:56 pm)
I remember playing a game of Tribes 1 against my brother, I was hosting and we were playing Dangerous Crossing. Now my brother - though I introduced him to the game - is a FAR superior duellist in Tribes than I ever will be. His ability to put a disc where you're going to be is so uncanny I sometimes suspect I could log into a Tribes server and be hit five seconds after I joined by a disk he fired last week...

Anyway... he's wiping the floor with me as usual, I fluke-kill him and he skis back over and does it again. I was getting sick of this then remembered you could edit the map while hosting ;-)

Next time he arrived at my base he found the thing covered in rocket-turrets the same way a donut is covered in sprinkles. He was incredulous and had no idea how I was doing it - every time he came back my base had gotten bigger and sprouted more weapons. When he stopped to ask me how the @&#$ I was doing it I even picked him up in the editor and flung him halfway back to his base...

*edit*

LOL - maybe that could be a new game-type: one guy is a 'god' in his citidel, with the ability to raise mountains, create oceans, summon AI warriors, reconfigure his base's defenses etc, and the rest have to work together to get in and kill him - and whoever does gets to be the new 'god'...

You could set limits like each divine action the god takes saps some of his power which is replenished gradually (hmmm, maybe he could have "worshippers" AI followers, the more he has the faster his power recharges - to the kill the god you must kill all who believe in him)...
#4
04/04/2002 (12:02 am)
lol, that would freek me out too ,if i didnt know better :)
#5
04/04/2002 (1:31 am)
Another fun one was to find their clientID and set a function up to set their velocity to 0 at random times.


Nothing funnier then seeing someone doing a fullbore ski at warp 9.9 come to an instant stop in mid air and then drop to the ground.
#6
04/04/2002 (8:17 am)
God mode is fun. Great way to make your testers behave :)

"Stop that"

"No"

*highlight-delete player*

:)

Also comes in handy when you have bad collisions or spawns, if you can get to it quick enough, you keep the engind from crashing :)
#7
04/04/2002 (8:53 am)
If you think of player moderated games, this sort of functionality is ace.

How about a bunch of guys playing along when you introduce an acid spitting beasty. Its in thier interest to band together.

I think admin generated stuff is great. Especially if its dropped in game in context.

Phil.
#8
04/04/2002 (1:20 pm)
Guys,

Think about what you are discussing:)

There is a game here.

Jeff Tunnell GG
#9
04/04/2002 (1:35 pm)
Hehe, this came up in chat the other day. I like the idea of a kind of a real time GM. =)

I did something similar at a LAN party one year. I was hosting a Tribes game and I kept modifying the vehicles and players as the server ran. It can be loads of fun surprising 'em with changes.
#10
04/04/2002 (5:07 pm)
Heh, I started drafting a design document last night :-)

The basic idea:

multiplayer game in which one player is a powerful god in a citidel in the center of the map which represents his or her kingdom, populated by his worshipers; low poly non-player goblin-like characters from which his power is drawn. The other players are a band of adventurers who must work together to get to the castle and kill the ruler.

The god player has, well, god-like powers. Though tied to his throne he can view any section of the map one of his minions is in - kind of like the "fog of war" from a RTS game. His powers are drawn from his minions - the more of them he has the stronger his powers are. I was also thinking that the closer in to the citidel, the bigger spells he can cast - at the edge of the map he may be able to send a band of small trolls against you - but at the drawbridge to the citidel he can summon a dragon. His power is represented by an energy bar, the more he uses it the more his god-energy is depleted. It would replenish over time, the more of his minions still alive the faster it will go back up.

The players can pick to be one of several classes with different abilities and weapons.

The gameplay would consist of the ruler sending his resources against the other players: various levels of monsters, his minions, spells such as lighting bolts, walls of fire (forcefields with fire maps on em basically), transmutiation spells to turn a player into a pig for a certain amount of time, things like that. On death players respawn immediately making for fast rounds - say 10 minutes per. Whoever delivers the death-blow becomes the god for the next round and so on.

Other ideas: resource management, the god can create 'hives' to breed more minions, sulphur pits to raise dragons in. There could be several tinkerer's caravans wandering the kingdom driven by gnomes - players can pay the gnomes for better weapons, amulets (powerups) etc.

The whole tone and style of the game will be pretty funny, for example I was thinking the god character could look like Ming The Merciless ;-)
#11
04/08/2002 (10:20 pm)
Munki that game idea really should be documented in a project or .plan file. Your kinda off topic.
#12
04/09/2002 (12:34 am)
Off topic? This is a forum and entire site about creating games, and this is an idea that grew naturally out of the thread...
#13
04/09/2002 (2:57 pm)
that sounds like black & white to me :)
#14
04/09/2002 (3:15 pm)
Shhh you'll get sued.

Dark grey and off-white. Ah, sounds much better anyway!
#15
04/10/2002 (1:34 am)
Quote:that sounds like black & white to me :)

Pfft :)

Nah, you'll see...
#16
04/30/2002 (9:53 am)
-redundant-